Via kommentarer fra Rockstar-stifter Dan Houser og en efterfølgende rapport om arbejdsforholdene hos blandt andet Rockstar er der igen kommet fokus på de såkaldte "crunch"-perioder, hvor det forventes at medarbejderne ligger meget ekstra arbejder på at få et stort spil ud ad døren. Dog udtaler Ubisoft nu, at deres seneste store titel, Assassin's Creed Odyssey, er lavet stort set uden "massive crunch".
I et interview med Gamasutra forklarer Ubisoft Quebec-chefen Patrick Klaus, at det er vigtigt for deres ansatte at have balance i deres liv, for så præsterer de bedre.
"While we can always do better, I can tell you hand on heart that [Assassin's Creed Odyssey] hasn't required a massive crunch, like maybe some of the triple-As from five or ten years ago."
"We can still always do better, but we have managed pretty well to succeed in delivering a game of huge magnitude which is hitting a good quality [level], while making sure that our teams are not burnt out and disgusted with working in games."
"We collectively, on the management team, think that it is a false economy to burn out our teams. We risk losing them, or we risk disengaging them, and we will simply not get the best out of those talents if we're forcing them to work insane hours in crunch. We've got some way to go, but I'm feeling good about what we have achieved."
Det lyder da ganske positivt ikke sandt?